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Insectduel
Posted on 04-08-15 06:38 PM, in Super Mario All-Stars NES (v3-24-20) Emulator & NES/Famicom patches Link | Quote | ID: 159822


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The SNES version of Super Mario All-Stars just takes you to the normal world when you do the Minus world trick. The cause of this is the "Warp Zone" sprite placed. Remove it and it runs like normal. Even doppelganger wrote a RHDN document on it.

Insectduel
Posted on 04-14-15 05:18 PM, in Super Mario All-Stars NES (v3-24-20) Emulator & NES/Famicom patches Link | Quote | ID: 159898


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infidelity, would you consider doing the (J) version as well? Well, the Japanese title is called Super Mario Collection and the following 2 games does have their own counterparts.

SMB1 is both USA & Japanese versions which makes it internationally.
SMB2USA in Japan for Super Famicom is called Super Mario USA and released it on the Famicom after the Super Famicom version.
Super Mario Bros. 3 does have Japanese language with glitchy and original features.

Insectduel
Posted on 06-01-15 11:54 PM, in General Megaman Hacking Thread Link | Quote | ID: 160225


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I haven't even logged in for a while and I have a Board 2 PM. Please do not send them when I am inactive. Use my Facebook fan page or E-mail instead.

Go to 12:30 on my video for fixing TSA's for boss doors.


Insectduel
Posted on 06-07-15 12:46 AM, in General Megaman Hacking Thread Link | Quote | ID: 160274


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Posted by Zynk
This is somewhat bothering me the whole time playing MM4. There's an existing, very minor graphics issue when Megaman slides in Drillman's room, MM seems to blend in the background.




I should go check on it when I have a chance!
It's most likely Mega Man itself due to faulty programming on the CSA editor. I don't have any answers yet.

Insectduel
Posted on 06-16-15 07:36 PM, in General Megaman Hacking Thread Link | Quote | ID: 160316


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@Zynk that's too hard to figure out because I was messing around with it when I made Roll Chan mobile for Rockman 4.

The Paired with # is automatic!!!

Whenever a sprite matches the number and mirroring it gets turned on.

1st paired of sprites is facing left and 2nd paired of sprites matching the previous number is facing right. The 2nd pair must match and mirrored from the 1st pair. Be sure you look closely at their ROM OFFSETS because it's the key to changing them while add/delete sprite pieces.

Insectduel
Posted on 06-21-15 09:35 PM, in General Megaman Hacking Thread Link | Quote | ID: 160340


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What did you say?! Okay so this video was posted on June 7, 2015. I recently reviewed an AWFUL Mega Man 1 hack that was already form of a game cartridge. Uh-Oh, I hope they don't make MASS reproductions of this game too! Yeah, they used the PRG and CHR EPROM chips to insert the rom image and I DO NOT support buying reproduction games unless I want a copy of the game for private use. Mega Man in the Mushroom Kingdom was already bad, but I hope The Last of Mushroom Kingdom is an improvement to Alex AR's game.

I may want to post my video to Screwattack.com. Feel free to watch it! I am coming up with the series called AWFUL GAME MODS where I review game mods (romhack) that are already made in a cartridge or not and Mega Man in the Mushroom Kingdom is one of them. Pocket Monsters Silver 100% English by Vida Translations is another since it's my childhood game.


Insectduel
Posted on 06-21-15 10:13 PM, in General Megaman Hacking Thread (rev. 2 of 06-21-15 10:21 PM) Link | Quote | ID: 160342


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Really Zieldak! I can't wait to try the game when I off Church service. I just downloaded from my phone to my E-mail address. I'd do a follow-up commentary let's play video on my YouTube page once I tried the game. It's always good to play the game to the fullest extent without cheating and save state abuse including using a USB NES/SNES game controller.

When it comes to games made from rock5easily or Ensis, I always expecting high quality and playable.

Insectduel
Posted on 07-06-15 11:26 PM, in Mega Man 4 : Switching graphics banks fast Link | Quote | ID: 160378


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Funny to say that I've been trying to do this on a single sprite character with Mega Man 4 but failed. Imagine if I would do it on hardware by swapping CHR ROM chips and run it on a real console without ASM knowledge. The only known game that actually done this procedure is Rockman 4MI and Drill Man's stage when grabbing a Sakugarne is an example.

Even if you have your Mega Man 4 ROM load GFX really quickly you still need to change everything else which is tedious. It has to do with VRAM.

Insectduel
Posted on 07-27-15 08:48 PM, in General Megaman Hacking Thread Link | Quote | ID: 160503


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@Zynk Wait, does that sound even exist in the game for Mega Man VI? Is the Rush Power Arm the sound you need for the charged shot? Although I never hack Mega Man VI but I do know basic 6502 ASM code where I just change the LDA and usually JSR for sound codes to the sound RAM breakpoint in the Mega Man series. I don't have a problem finding the ROM offset but finding the specific sound is just odd for Mega Man VI.

Insectduel
Posted on 07-30-15 01:34 AM, in The General Project Screenshot/Videos Thread... Link | Quote | ID: 160526


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To continue finding data for SMB3SMAS, I made this intro. For those that played my older game from 2005 which is my very 1st release at the Board 2 Uploader, how was it? AWFUL right? Feel free to pull the AVGN game mod review on me because I decided to make something original that is from the past. You can play all the lost custom levels that is my original design and not rip-offs from other SMB3 games.


Insectduel
Posted on 08-23-15 01:05 AM, in General Megaman Hacking Thread Link | Quote | ID: 160805


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@Mike-Tech I always thought that Translhextion is better than WindHex but who the heck cares, that's on your opinion for a users hex editor.

Insectduel
Posted on 08-27-15 11:03 PM, in SMB3SMAS Hack - Insectduel's Secret SMB3 Levels (rev. 4 of 08-28-15 08:49 PM) Link | Quote | ID: 160940


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This game is a mini hack where you play 15 levels based on my original designs from 2005. I decided to make this more polished and bug free version. However, the level's difficulty is still the same but there are items you can balance out. It was intended to be released on my 10th anniversary but that didn't happen.

Personally I like Level 5 in this game because it's my favorite design based on the unused fortress level or whatever the reason why the stage is set to fortress. This is a remake version of it except with Roto-Discs.

Download

For my SNES games, the patching format is XDELTA not IPS. You need the XDELTA patcher and is used on the Super Mario All-Stars ROM without a header. I chose to remove headers because is not used for emulation consoles. Get the XDELTA patcher via Romhacking dot net.

Happy gaming!

Insectduel
Posted on 08-28-15 08:50 PM, in SMB3SMAS Hack - Insectduel's Secret SMB3 Levels Link | Quote | ID: 160949


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For some reason it doesn't want to extend to link.
I chose to use BIT.LY to shorten it!
Tested the link and it should direct you to the download!

Insectduel
Posted on 08-28-15 11:37 PM, in SMB3SMAS Hack - Insectduel's Secret SMB3 Levels (rev. 2 of 08-28-15 11:37 PM) Link | Quote | ID: 160951


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Posted by Mike-Tech
You should look into mediafire for hosting your links.



I have a Dropbox account but the file is a Pre-Patched ROM which I posted it to Facebook only. I did have thought of hosting an XDELTA patch via Dropbox but oh well, anything to get people to download.

Posted by Mike-Tech
Lastly about the big coin blocks, don't know whats up, but when its empty, when scrolling to the right or left.

There it keeps disappearing and reappearing or leaves a chunk of itself on the screen.



It's most likely a glitch but the NES version is also the same. It gets fixed only if you die for some reason. I should code the problem sometime. For the big block chunk is most likely a glitch too only for SNES. In a normal game, big ? blocks only fits on 1 screen or vertical stage but never in a side scrolling stage.

Posted by Mike-Tech
If you do update this make a world hack demo out of it with a custom ending.



I have the main project which is Frank's 2nd SMB3 hack being in the process of bugfixing and adding new features even though the game is completed but it's still a beta. My newly SMB3SMAS project with my own ported custom levels is sometime will be developed.

Insectduel
Posted on 08-29-15 12:00 AM, in SMAS Romhack Cartridge Link | Quote | ID: 160952


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This comes into thought for you guys to make a suggestion when it comes to Super Mario All-Stars ROM hacks in form of a cartridge. My reproduction cart came yesterday but this asshole won't come to my door so I have to pick it up at the post office. The cartridge is private only to me the purpose to bring it to Video Game Conventions for Freeplay lounges or private gaming events. In these days, I'm carrying my reproduction cart like a music instrument showing it to fans.

I'll be going back in developing Frank's 2nd SMB3 hack making the game bug free and adding new features. When the game got completely finished, of course there has to be OPTIONS to get rid of non-hacked copyrighted games before turning my game into the cart. Yes, my cart will go publicly and is on commission build.

My first option will be staring the game immediately on start-up without going to the Nintendo Coin or the SMAS Title Screen. I heard that Mattrizzle done this but I'm not sure. That's a good way to get rid of other non-hacked copyrighted games.

Second option, corrupt other non-hacked copyrighted games. When you first boot (new loaded SRAM) up the game after Nintendo Coin or the SMAS Title Screen I should put the hacked game first and unable to control left and right but only to select the files from the one hacked game.

Third option, port other hacks into other games. I always wanted Acmlm's The New Strange Mario Bros. 1 into the SMAS game but I have small knowledge of SMB1SMAS hacking and SMB2SMC can port NES SMB1 levels into the SNES SMB1 levels. If only Spel Werdz Rite isn't busy in life and get MushROMS build for SMB1SMAS or SMBTLL.

If you like my third option, which SMB1 hack, SMB2USA hack, or SMB2J hack of a game would you add in the collection along with Frank's 2nd SMB3 hack. If is SMAS + World hack, I would like to add Super Demo World The Legend Continues in the multicart collection but that isn't going to happen to me and there is already a cartridge for it. Either way, it can only be 1 game on a single cartridge.

Insectduel
Posted on 09-10-15 10:44 PM, in General Megaman Hacking Thread Link | Quote | ID: 161081


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Can't you guys use Matrixz's Capcom Sprite Assembler? It uses Mega Man II for sprite editing. If you're experienced at least a week, then it allows to recolor and tile placements.
Problem: In gameplay, screen flickers when enemies are more than 8 sprites so be careful.

Insectduel
Posted on 09-15-15 09:47 PM, in General Megaman Hacking Thread Link | Quote | ID: 161121


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Wanna know the secret of sprite layering and palettes.

Back when I was working with Roll Chan Mobile for Rockman 4 I used the sprite sheet, inserted them with YY-CHR in SNES or any 16-bit mode and loaded the palettes. With NES you get only 4 colors so think about those color choices before pasting the whole sprite.

Insectduel
Posted on 09-22-15 11:55 PM, in Some unfinished ROM-Hacking projects to deal with (rev. 2 of 09-22-15 11:57 PM) Link | Quote | ID: 161188


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My 2 ROM-Hacking projects are on ice since the 2012 year. Rockman AF & Frank's 2nd SMB3 hack for Super Mario All-Stars. I want to get those completed as possible. Some Japanese romhackers on the Rockman hacking community wonder when Rockman AF will be completed and to be released while some don't even care or keep track of it. Here's my progress

Rockman AF

1] Codes inserted and some key features
2] Map designs are 100% complete for all levels!
3] No enemies placed!
4] Boss, Weapon and enemy AI's not edited yet
5] Music already inserted

Frank's 2nd SMB3 hack for Super Mario All-Stars

1] Codes inserted and some key features
2] All Worlds Completed
3] It's in BETA meaning enemies have glitches

With Frank's 2nd SMB3 hack for Super Mario All-Stars, I want to create a code where you load graphic sets per level rom offset instead of the level header to have any fixed enemy graphics during levels. I've been collecting data and I'm still adding more. I wonder how SMW uses ExGFX for every level and I these graphic sets are need to be set.

Also, I need someone to remove the Nintendo Coin and go straight to the saved SMB3SMAS game without choosing the game menu for SMAS. That is required for a reproduction cartridge to prevent copyright for unhacked SMAS games. Even so, I may create a multi-cart SMAS game which includes Acmlm's Strange Mario Bros for SMB1SMAS.

I have some projects that are scrapped including Roll Chan 4 Mobile. That is because they way the PRG is programmed and Rockman 4 uses CHR-RAM instead of CHR-ROM. Someday, Roll Chan 3 Mobile will be created even if Zynk already made his own version. Mega Man 4 Dr. Light's Conquest is also scrapped and will not begin working on it. I have many projects to begin with but they're quickly scrapped off my list.

So which project should I begin to finish for completion?

Insectduel
Posted on 09-30-15 11:47 PM, in Some unfinished ROM-Hacking projects to deal with Link | Quote | ID: 161276


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It's been decided based on my votes!!!

After I make some InsectduelTalks YouTube videos, Rockman AF will be returning to the project to be finished ASAP and also to be made as a NES reproduction cart. My reason is because anytime during gaming conventions, I want to bring my own work after I owned my table space to the fans who loves romhacking and retro games so I am getting ready for A Video Game Con in 2016 and Long Island Gaming Expo.

Maps is 100% finished so far, next step of the project is placing enemies with the loaded graphics. Wish me luck!

Insectduel
Posted on 10-04-15 10:46 PM, in General Megaman Hacking Thread Link | Quote | ID: 161350


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I'll introduce you to PureSabe's latest work! The tool or a alpha build or whatever is a weapons collabaration version of Rockman 2 called Rockman 2 Bicha. This is one of PureSabe's original work and some of them reminded me of something. In case you notice anything about the weapons please tell me. The crash weapon reminded me of the charged version of shotgun ice from the Rockman / Mega Man X series except you can't ride on it.

The IPS patch is compatable with Rockman 2 only, not Mega Man II. I actually tested it with Mega Man II and it crashes on startup and I assuming that the coding is different. That's a good reason why romhackers created their XDELTA patches to prevent people for patching into the wrong rom.

If you're using Rockman 2 Bicha as a base to create your Rockman 2 hack, PLEASE GIVE CREDIT TO PURESABE, I'm serious! Put his Japanese or English name at the title screen. If you're using Rockman 2 Bicha as a base for the Mega Man II rom, you can code yourself if you have knowledge in NES 6502 and there are SRC folders with the ASM files. Open the .ASM files with notepad. Change a few JMP, JSR's etc into an empty rom address and execute the batch file. If that didn't work or can't read ASM code, you can use 3 to 4 hex editors to compare and edit but also requires knowledge in NES 6502 for JMP, JSR's etc. I have no interests in doing a Mega Man II port, sorry! It's very easy if you already learned NES 6502 assembly.

Rockman 2 Bicha is Roll Chan compatable from Zynk and Yuifa. It also works on a few Rockman 2 hacks (or ported Mega Man II hacks) that has unedited weapon AI code.

You can download it at the link below and remember not to direct link to the downloaded file when sharing. Enjoy!
http://borokobo.web.fc2.com/
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Main - Posts by Insectduel

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